OpenGL1: Use glGenTextures instead of hardcoded values

It's the proper way to use the OpenGL API. It's already done in the
OpenGL2 renderer.
This commit is contained in:
Zack Middleton 2018-03-13 09:17:18 -05:00
parent d28e667e46
commit b48d902672

View file

@ -861,7 +861,7 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
} }
image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low ); image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
image->texnum = 1024 + tr.numImages; qglGenTextures(1, &image->texnum);
tr.numImages++; tr.numImages++;
image->type = type; image->type = type;